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==Procedures== At the beginning of any Social Combat, each participant must choose a goal and write it on the Social Combat record. This goal is some action you want your opponent to take, behaviour you want them to adopt, information you want them to provide, etc. A goal should not be the changing of some internal attitude of the character; this is not under the control of anyone but the player of that character. For example: a goal could be “the bartender gives me a steep discount on a room for the night”, but it cannot be “the bartender likes me”. This is very important, so much so that it deserves making it bold: Social Combat CANNOT alter the interior attitudes of a character, it can only make them do something, provide some information, or behave in certain ways. Only the player of a character can decide what that characters attitudes are. Social Combat, as mentioned above, can be used to convince the Audience of something (i.e. two advisors trying to convince the king to follow their plan). In this case, both participants still put their own goals down, but the goals should be phrased as something they want the other person to do. You must determine who will speak first. This is usually self evident, but if it isn’t, roll Wits vs. the other persons Sociality as a TN in an opposed roll. The starting Argument Pools (AP) are: Speaker: Wits + Social Non-Speaker: Wits + Social + Willpower The non-speaker rolls any number of AP dice against a target number of 7. This is called a Position roll. Keep all successful dice on the table; don’t move them aside. The speaker then chooses a maneuver, and narrates it. He then refreshes into his dice pool the appropriate number of dice based on the maneuver, chooses the number of dice he will roll for the maneuver from his pool, chooses the appropriate skill, and rolls the dice versus that skill TN. Compare the number of successes to the number of dice sitting in front of the opponent. If this is the start of the social combat, this will be the Position roll. The player with the most successes wins, with a MoS equal to the difference in successes. If the speaker wins, certain effects occur, typically a willpower roll to see whether or not the non-speaker is Convinced. If the non-speaker is Convinced, the social combat is over. See Resolution, below. If the participants are trying to convince someone else of something, then whenever a maneuver is chosen, its target must be selected; either the non-speaker, or the Audience. The Audience takes blows just like the other participants, and makes Willpower rolls to be Convinced as well. The non-speaker now has three choices; they can continue the Social Combat, they can break it off, or the can escalate. * If they continue the Social Combat, the non-speaker now becomes the speaker, and the process continues. The speaker throws out his last maneuvers successful dice before rolling new dice (unless he chooses the repeat maneuver, see below). * If they break it off, it means they literally walk away or otherwise refuse to speak with the person any longer, getting out of range of that persons arguments. If the person can get away from their opponent, then they simply leave; the Social Combat is over and unresolved. If they CAN'T get away from the opponent, this is treated as a Refuse maneuver, round by round, until they CAN. * If they escalate, they take some physical action against the opponent. Use the combat rules or other appropriate means to resolve from that point forward. Note that you are always comparing your current roll with the successes the opponent made on their last roll in their last action. You are always responding to whatever it is they just said.
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